Jump!

It’s the long weekend. And seeing how it’s February and while relatively warm out, it’s still not the best weather so that means it’s a perfect time to stay in and do other stuff.

Like writing. Or playing video games. Or cleaning. Or laundry. I opted for parts of all four.

With option number two, I decided to embark on one of Guild Wars 2 many jumping puzzles. In particular, a difficult one that begins not with small jumps, but with a huge leap of faith.

This is where it all starts. At the gaping maw of a rock face that spells certain doom if not done correctly.

It really doesn’t help matters that the entrance looks like the mouth of a skull.

Once you’ve landed in a relatively shallow pool of water, you can then look up and see just how far your free fall was, and thank your lucky stars that the small body of water broke your fall before the ground did.

Next, you meet the spiritual essence of Captain Weyandt, who is stuck in this series of caves along with his treasure. He has a sick sense of humour. He’ll be your “guide”, and I use that term loosely.

After running through a series of pathways where you have to run through rocks, and I mean through as in, they aren’t there, you come to a massive opening. Which is both tall and deep.

Tall…

…deep. Seriously, don’t fall.

Next up! Spike traps! Hallways which twist and turn and have spikes coming out of the walls and ceiling. To top it off, you have to jump a couple of times. Right into spike traps. The Captain is a bit sadistic, as far as I’m concerned.

After a series of easy jumps, you come to this room. Simple enough, what could go wrong?

Maybe it’s the fact the Captain likes to play with the light switch! Not death defying, but highly annoying when you’re in the middle of a jump and the lights go out.

Once completed the dark room, you come to an area with three options to fall to your death. One has a pool of water to ensure safety. It’s in the middle. Then, it’s a quick swim to see the Captain and take some of his precious plunder.